Mercurial > repos > blastem
annotate shaders/bandlimit_pixel.f.glsl @ 2661:462e43f54abf
Properly emulate extra TH transitions due to direction changes for 6-button controllers. Breaks Golden Axe II input the same as hardware with a 6-button controller
author | Michael Pavone <pavone@retrodev.com> |
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date | Wed, 05 Mar 2025 22:20:20 -0800 |
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1 /* |
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2 * Bandlimited pixel footprint shader. |
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3 * Author: Themaister |
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4 * License: MIT |
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5 * Adapted from: https://github.com/Themaister/Granite/blob/master/assets/shaders/inc/bandlimited_pixel_filter.h |
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6 * ported to blastem shader format by hunterk |
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7 */ |
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8 |
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9 // sensible values between 0.0 and 5.0 |
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10 #define SMOOTHNESS 0.5 |
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11 |
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12 uniform sampler2D textures[2]; |
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13 uniform highp vec2 texsize; |
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14 |
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15 varying highp vec2 texcoord; |
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16 |
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17 // The cosine filter convolved with rect has a support of 0.5 + d pixels. |
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18 // We can sample 4x4 regions, so we can deal with 2.0 pixel range in our filter, |
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19 // and the maximum extent value we can have is 1.5. |
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20 const highp float maximum_support_extent = 1.5; |
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21 |
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22 struct BandlimitedPixelInfo |
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23 { |
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24 highp vec2 uv0; |
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25 highp vec2 uv1; |
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26 highp vec2 uv2; |
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27 highp vec2 uv3; |
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28 mediump vec4 weights; |
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29 mediump float l; |
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30 }; |
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31 |
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32 // Our Taylor approximation is not exact, normalize so the peak is 1. |
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33 const highp float taylor_pi_half = 1.00452485553; |
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34 const highp float taylor_normalization = 1.0 / taylor_pi_half; |
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35 const highp float PI = 3.14159265359; |
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36 const highp float PI_half = 0.5 * PI; |
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37 |
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38 #define gen_taylor(T) \ |
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39 mediump T taylor_sin(mediump T p) \ |
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40 { \ |
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41 mediump T p2 = p * p; \ |
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42 mediump T p3 = p * p2; \ |
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43 mediump T p5 = p2 * p3; \ |
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44 return clamp(taylor_normalization * (p - p3 * (1.0 / 6.0) + p5 * (1.0 / 120.0)), -1.0, 1.0); \ |
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45 } |
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46 // No templates in GLSL. Stamp out macros. |
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47 gen_taylor(float) |
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48 gen_taylor(vec2) |
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49 gen_taylor(vec3) |
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50 gen_taylor(vec4) |
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51 |
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52 // Given weights, compute a bilinear filter which implements the weight. |
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53 // All weights are known to be non-negative, and separable. |
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54 mediump vec3 compute_uv_phase_weight(mediump vec2 weights_u, mediump vec2 weights_v) |
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55 { |
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56 // The sum of a bilinear sample has combined weight of 1, we will need to adjust the resulting sample |
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57 // to match our actual weight sum. |
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58 mediump float w = dot(weights_u.xyxy, weights_v.xxyy); |
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59 mediump float x = weights_u.y / max(weights_u.x + weights_u.y, 0.001); |
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60 mediump float y = weights_v.y / max(weights_v.x + weights_v.y, 0.001); |
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61 return vec3(x, y, w); |
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62 } |
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63 |
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64 BandlimitedPixelInfo compute_pixel_weights(vec2 uv, vec2 size, vec2 inv_size) |
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65 { |
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66 // Get derivatives in texel space. |
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67 // Need a non-zero derivative. |
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68 vec2 extent = max(fwidth(uv) * size * (SMOOTHNESS + 0.5), 1.0 / 256.0); |
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69 |
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70 // Get base pixel and phase, range [0, 1). |
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71 vec2 pixel = uv * size - 0.5; |
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72 vec2 base_pixel = floor(pixel); |
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73 vec2 phase = pixel - base_pixel; |
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74 |
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75 BandlimitedPixelInfo info; |
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76 |
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77 mediump vec2 inv_extent = 1.0 / extent; |
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78 if (any(greaterThan(extent, vec2(maximum_support_extent)))) |
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79 { |
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80 // We need to just do regular minimization filtering. |
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81 info = BandlimitedPixelInfo(vec2(0.0), vec2(0.0), vec2(0.0), vec2(0.0), |
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82 vec4(0.0, 0.0, 0.0, 0.0), 0.0); |
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83 } |
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84 else if (all(lessThanEqual(extent, vec2(0.5)))) |
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85 { |
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86 // We can resolve the filter by just sampling a single 2x2 block. |
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87 mediump vec2 shift = 0.5 + 0.5 * taylor_sin(PI_half * clamp(inv_extent * (phase - 0.5), -1.0, 1.0)); |
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88 info = BandlimitedPixelInfo((base_pixel + 0.5 + shift) * inv_size, vec2(0.0), vec2(0.0), vec2(0.0), |
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89 vec4(1.0, 0.0, 0.0, 0.0), 1.0); |
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90 } |
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91 else |
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92 { |
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93 // Full 4x4 sampling. |
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94 |
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95 // Fade between bandlimited and normal sampling. |
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96 // Fully use bandlimited filter at LOD 0, normal filtering at approx. LOD -0.5. |
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97 mediump float max_extent = max(extent.x, extent.y); |
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98 mediump float l = clamp(1.0 - (max_extent - 1.0) / (maximum_support_extent - 1.0), 0.0, 1.0); |
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99 |
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100 mediump vec4 sine_phases_x = PI_half * clamp(inv_extent.x * (phase.x + vec4(1.5, 0.5, -0.5, -1.5)), -1.0, 1.0); |
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101 mediump vec4 sines_x = taylor_sin(sine_phases_x); |
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102 |
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103 mediump vec4 sine_phases_y = PI_half * clamp(inv_extent.y * (phase.y + vec4(1.5, 0.5, -0.5, -1.5)), -1.0, 1.0); |
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104 mediump vec4 sines_y = taylor_sin(sine_phases_y); |
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105 |
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106 mediump vec2 sine_phases_end = PI_half * clamp(inv_extent * (phase - 2.5), -1.0, 1.0); |
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107 mediump vec2 sines_end = taylor_sin(sine_phases_end); |
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108 |
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109 mediump vec4 weights_x = 0.5 * (sines_x - vec4(sines_x.yzw, sines_end.x)); |
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110 mediump vec4 weights_y = 0.5 * (sines_y - vec4(sines_y.yzw, sines_end.y)); |
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111 |
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112 mediump vec3 w0 = compute_uv_phase_weight(weights_x.xy, weights_y.xy); |
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113 mediump vec3 w1 = compute_uv_phase_weight(weights_x.zw, weights_y.xy); |
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114 mediump vec3 w2 = compute_uv_phase_weight(weights_x.xy, weights_y.zw); |
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115 mediump vec3 w3 = compute_uv_phase_weight(weights_x.zw, weights_y.zw); |
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116 |
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117 info = BandlimitedPixelInfo((base_pixel - 0.5 + w0.xy) * inv_size, |
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118 (base_pixel + vec2(1.5, -0.5) + w1.xy) * inv_size, |
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119 (base_pixel + vec2(-0.5, 1.5) + w2.xy) * inv_size, |
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120 (base_pixel + 1.5 + w3.xy) * inv_size, |
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121 vec4(w0.z, w1.z, w2.z, w3.z), l); |
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122 } |
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123 |
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124 return info; |
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125 } |
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126 |
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127 mediump vec4 sample_bandlimited_pixel(sampler2D samp, vec2 uv, BandlimitedPixelInfo info, float lod) |
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128 { |
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129 mediump vec4 color = texture2D(samp, uv); |
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130 if (info.l > 0.0) |
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131 { |
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132 mediump vec4 bandlimited = info.weights.x * pow(texture2D(samp, info.uv0, lod), vec4(2.2)); |
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133 if (info.weights.x < 1.0) |
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134 { |
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135 bandlimited += info.weights.y * pow(texture2D(samp, info.uv1, lod), vec4(2.2)); |
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136 bandlimited += info.weights.z * pow(texture2D(samp, info.uv2, lod), vec4(2.2)); |
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137 bandlimited += info.weights.w * pow(texture2D(samp, info.uv3, lod), vec4(2.2)); |
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138 } |
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139 color = mix(color, bandlimited, info.l); |
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140 } |
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141 return color; |
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142 } |
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143 |
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144 void main() |
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145 { |
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146 BandlimitedPixelInfo info = compute_pixel_weights(texcoord, texsize.xy, 1.0 / texsize.xy); |
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147 mediump vec3 result = sample_bandlimited_pixel(textures[0], texcoord, info, 0.0).rgb; |
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148 gl_FragColor = vec4(sqrt(clamp(result, 0.0, 1.0)), 1.0); |
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149 } |